Cyber Knights RPG
Player’s Guide v0.2.7
How to Use the Touch
Interfaces
Stats – Status, Attributes,
Team
Gear – Equipped, Carried,
Implants
Factions – Politics,
Conflicts, Rumors
City Map
Your Character and Team Members
Attributes, Skills, and Statistics
Experience: Character Advancement
Spending Experience - Skills and Attributes
Experience and Death
How to Report a Bug or Suggest a Feature The year is 2217 and the world has ended.
Mega-corporations provide humanity’s last survivors shelter in the vast dome
cities of New Boston, New Berlin and others. Across the planet the Global
Matrix has reunited the scattered survivors and reignited the fires of
competition. Technology has changed humanity. No longer
merely flesh, many Cyber Knights have turned to nano-
and cyber- technology to gain an edge and extend their abilities beyond human
limits. A global arms race has begun between the remaining
mega-corporations. Technological domination and control of the remaining metroplex are the only things that matter now. In this
conflict the soldiers are called Cyber Knights. These elite urban mercenaries
are expendable, deniable and effective. The mega-corporations need them to do
the dirty work in the grey shadows of the metroplex. As a
Cyber Knight operating in the NBZ (New Boston Zone), you will navigate a maze
of slums, residential, corporate and industrial areas, seeking out illegal work
for street gangs, criminal organizations, and mega-corporations. You will use your earnings to stock up on
ammo, gear, new guns, and to implant cutting edge cyber and chrome into your
body to make you a fighting, hacking, or sneaking machine. Throughout, you will make friends, enemies,
and contacts and be forced to dodge the ever-present surveillance and security
within the NBZ. The Tactical Touch Map is the primary interface for moving
around the city of New Boston. While
navigating the neighborhoods of the NBZ, you will use this interface and the
HUD to control your actions, navigate for your team, locate potential
destinations, and pinpoint and complete jobs.
If you start, or are pulled into, a violent conflict, you will use the
Combat Touch Map, described below to control the flow of the combat.
Figure 1: Cyber Knights Tactical Touch Map Click this image to open the Main Status page for the
current character. Shows the team's current credits (¥)
and the current Cyber Knight's Experience Points (XP). Below, the HEAT bar shows your team’s current heat count
in the ever-present surveillance system of New Boston. Heat is bad news for any
Cyber Knight and increases as your illicit activities draw more and more
attention. High Heat can reduce your XP
gains, make encounters worse or more violent, and provides additional
challenges. Reduce heat with safe houses, hideouts and hotels Last, the REP (Reputation) bar shows your team’s
reputation with the faction that owns this neighborhood or stretch of
concrete. Red bars indicate negative
reputation with the faction, while green bars indicate positive reputation. The Mini-Map shows the 36 neighborhoods of the NBZ. The region in which your team is currently
located is represented by a yellow square.
Any active job is represented by a dark red square, and if your team is
in a sector that has an active job, the neighborhood is lit with a bright
red. Click the Mini-Map to open the City
Map and to locate destinations or search for services. Use this slider to increase or decrease the zoom level of
the main map. Slide to the left to zoom
out, and slide to the right to zoom in. Displays the flag of the owner of the current
neighborhood in which your team is located.
Your reputation with this faction is shown in the B: Team Details section
of the HUD. Click this flag in order to
see detailed information this faction and your relationship with them. Click this button to launch the Equipment page for the
current character. Click this button to launch the Computer page for the
team. Click this button to continue to a previously selected
destination on the map. Use this button
if your movement was interrupted to continue as previously planned. You can also long-press this button to bring up a fast navigation map. This navigation map will display
the sector's minimap with buttons in the four cardinal directions. Clicking on one of the four directional buttons
sets your destination to that edge of the sector and starts walking.
This informational text indicates the current date, time,
and name of the neighborhood in which your team is located. It also provides the name of the faction
which owns the neighborhood. Displays your current physical and
mental health. Red bar indicates
physical condition, which green indicates mental. The Combat Touch Map is the primary interface for
controlling your team during combat.
While maneuvering, shooting, or fleeing combat, you will use this
interface and HUD to control your team.
The Combat Touch Map shares many elements with the Tactical Touch Map,
described above.
Figure 2: Cyber Knights Combat Map Shows the current character’s Action Points (AP) and the
character’s active weapon’s loaded ammo count. Below, the HEAT bar shows your team’s current heat count
in the ever-present surveillance system of New Boston. Heat is bad news for any
Cyber Knight and increases as your illicit activities draw more and more
attention. High Heat can reduce your XP
gains, make encounters worse or more violent, and provides additional
challenges. Reduce heat with safe houses, hideouts and hotels Last, the REP (Reputation) bar shows your team’s
reputation with the faction that owns this neighborhood or stretch of
concrete. Red bars indicate negative
reputation with the faction, while green bars indicate positive reputation. Note that both Heat and Reputation can be updated during
combat based on actions. Click Attack to bring up the Attack menu and the red
attack selector. Touch any enemy within
the red range-selector to initiate an attack.
You can also touch
an enemy to engage the red range-selector.
Then, touch an enemy within the red range-selector to initiate an
attack. This will complete your attack
without requiring the use of the HUD buttons. The size of your red range-selector is determined by the
range of the currently equipped and active weapon. If you click Weapons, you will switch the currently
active weapon to your second weapon.
Because you can equip two weapons at the same time, only one weapon can
be active and this allows you to toggle between the two weapons. Changing weapons costs 0 AP and does not end
your turn. If you click Reload, you jam more bullets or a new
magazine into your current weapon to refill its ammo. The bullets must have already been loaded
into your Cyberloader. Reloading costs 1 AP. Click Move to bring up the green move selector on the
map. You can then move within this range
and click Finish to complete your move. You can also touch
an empty hex near your character to engage the move selector. Then, navigate to your desired location and
click directly on the current character.
This will complete your move without requiring the use of the HUD buttons. If you move 3 or more hexes, your movement costs 3
AP. If you move 1 or 2 hexes you execute
a Short Move, which only costs you 1
or 2 AP, respectively. Click Item to use one or more items from your inventory
or to change your equipped gear. Enter
the Carried gear section to see your team’s inventory of available items to
use. Using an item costs 1 AP. Click Escape to try to flee the current combat. Successfully escaping your enemies requires a
successful Stealth skill save, considering many factors such as Heat and how
close your enemies are. Attempting to
Escape costs 1 AP. Your team’s status, skills, ability, equipment,
implants, computers, and your relation to the different factions and people
within the NBZ are all available from within the Team Status section. The four sections of your team status are
accessible from The Wheel, and your Stats, Equipment and Computer are directly
accessible from the main HUD on the Tactical Touch Map. The Stats page displays the health, status, vital
details, and attributes and skills of the current character. It also provides a Team sub-page through
which you can access and compare your team members. Note that you can reach the Stats page directly from the
Tactical Touch Map by touching your current character’s portrait (A).
Figure 4: Stats Page Status The Status sub-page provides your current character’s
vital details, including name and profession.
It also lists important details such as the date and time, your current
location, the number of turns you have played as a Cyber Knight, your current
XP, and the total number of XP you have spent over time. The Status page also displays your Humanity DV (Delta Value), which is
increased as more mechanized implants (cyber, nano,
or bio) are installed into your body. Finally,
the Status page displays your character’s level and title, such as Street
Runner [7]. Attributes The Attributes sub-page shows all of your attributes and
skills and their current and augmented rating.
The attributes and skills are organized to show their hierarchy. For example, Athletics is a skill under
Strength which is an attribute under Body.
If a skill or attribute is augmented by an implant its augmented rating
will be shown in brackets, such as 3 [5].
The augmented rating is used in all skill and
attribute tests. Team The Team sub-page shows all of your current and previous team members.
The runner's total XP, profession, name and status. If the runner is currently active on the
team you can active that runner by clicking on their portrait.
That Note that you can reach the Equipment page directly from
the Tactical Touch Map by touching the Equipment Menu Button (F).
Figure 5: Equipment Page Equipped The Equipped sub-page shows your currently equipped gear. You have two slots for active weapons and one
slot for armor. Also, the Equipped sub-page shows your CyberLoader
which is one of the tools that defines you as a Cyber Knight. The CyberLoader is
a mechanized loading device that allows you to rapidly reload any type of
weapon you are carrying and can be crammed full of hundreds of bullets of
different types and sizes. You can touch your weapons or armor in the Equipped sub-page to unequip it. Carried The Carried sub-page lists all of the equipment your team is
carrying. This equipment is shared
across your team and can be used by any team member when needed. Using an item from the inventory will affect
the current character (loading his or her gun, using a medkit
to heal his or her health, taking a crammer to keep going after days on the
job). You can touch weapons and armor in the Carried sub-page to equip
them. You must unequip
any weapon or armor you want to remove first. You can touch other items like medkits,
ammo, V-Chips, computer files, and the like to activate them. In the case of ammo, you load the bullets
into your CyberLoader, where with a computer file, you load it into your computer’s memory. Implants The Implants
sub-page lists all of your currently installed nano,
cyber, or bio implants. Each implants describes its maker, cost in credits, cost in DV
and its rating. Each implant is also
described and the game effect is listed in bold text. The text often refers to the rating (such as
Adds +1 Hacking * Rating). The Computer page details what is currently stored in
your Cyber Knight computer, including your credits, passcodes,
contacts, and other important files.
Your computer is a critical part of what makes you a Cyber Knight, so be
sure to keep aware of all of the information stored here. Note that you can reach the Computer page directly from
the Tactical Touch Map by touching the Computer Menu Button (G).
Figure 6: Computer Page Home The Home sub-page lists the specific model of Cyber
Knight computer you currently own. The home sub-page also provides a list of
critical details about your current computer’s status—the number of credits you
have, your number of current jobs and maximum jobs that can be stored in the
secure memory, the free hardware memory on the machine, passcodes
and paydata loaded. Also any digital files that have been installed into your
Cyber Knight computer are listed here.
Click on one of the Digital Files to read its contents. Jobs As all jobs that you take as a Cyber Knight are stored
within your computer’s secure memory, each current job is listed in this
sub-page. The job description includes
details about your connector and his or her location, the type of job, and any
other important locations related to the job.
As a Cyber Knight, you have pre-negotiated the pay for any job, so your
reward and the time at which the job expires are also stored within your
computer. PDA Your PDA sub-page lists all of the contact V-Chips that
you have loaded into your computer. If
you are at a location with a phone (such as a hotel or a Matrix terminal) you
can call any of these contacts. The Note Book section is not in use in the current BETA release,
and is pending future releases. The Factions page gives you information about the major politics
and criminal entities with the New Boston Zone, and your team’s relation to
them.
Figure 7: Factions Page Factions Each of the nine major factions are
listed in this sub-page. Each faction’s
flag and public title are displayed, along with your current relation and
reputation with the faction. For example
for Mars with 3 reputation you will see “Citizen B-Grade (3)” where if you have
-15 reputation with Los Valentinos, you would would see “Hater (-15)”. Also, for each faction, you can
also see a list of any paydata (company or criminal
secrets, stolen data files, schedules, or reports) and any stolen Security
Codes (allowing access to restricted areas). Each section has a link to a detailed section of
information about the mega-corporation, criminal organization, or street gang
under “Read Detail.” Conflicts and
Rumors In the current BETA release, both the Conflicts and Rumors
sub-pages are disabled, pending future releases.
The full map of the New Boston Zone is stored within your Cyber Knight computer, and can provide both a map of the current region and the ability to browse the city at large.
The City Map can help you locate specific buildings, services you are seeking, routes through the convolute streets of New Boston, or a safe route through dangerous territories.
The City Map is accessible by touching the mini-map in your HUD, where it says "Tap for Map"
Figure 8: Region Map Rapid Region Navigation
If you are trying to move quickly across the New Boston Zone, you can use the Blue Arrows that frame your screen to make long distance travel easier. By touching any of the 8 Blue Arrows, you can quickly indicate a direction you wish to travel and your team will start to move to this region edge. Upon reaching the edge, your team will cross into the next region. By using this method over a few regions, you can increase your efficiency in crossing NBZ on foot. However, every Cyber Knight knows travel on foot can be long and dangerous, and it is recommended to locate multiple alternate methods of travel.
Building List As seen above, the City Map displays a single sector or neighborhood at a time. It displays both the faction which owns the sector, and the name of the neigbhorhood (in the figure, the Streets Faction and I-93 Barrens).
Down the right hand side of the City Map, you can view all of the buildings and data terminals listed in your Cyber Knigth computer for this neighborhood. Not all buildings are registered in your Cyber Knight computer, because many shops and factions have secrets they have kept hidden.
The type of building in the list may be obvious from the building's name, but the services it offers are also summarized in a helpful icon. For example, an icon of a bed indicates a hotel, while an icon of a handshake indicates that there is a known Connector in the building, willing to offer jobs.
To naviate to a building or data terminal, tap your destination's icon twice.
The following is an example list of some of the icons used in your City Map and their meanings.
In the cut-throat world of the NBZ, your abilities are determined by a mix of your attributes, skills, equipment, and implants.
As you fight, sneak, convince, or hack your way through your dangerous life as a Cyber Knight, you will gain experience which you can spend to advance
your attributes, skills and abilities. Your investment of experience in these traits and investment of credits in expensive gear and cybernetic implants
will define your Cyber Knight or team member's specialties and unique value brought to the team.
Your attributes define your mental and physical capacity and potential for learning and growth. Your skills define your trained abilities working in specific fields of knowledge or expertise. Your statistics are derived from your attributes and skills and define your limits and thresholds for your health and combat abilities.
As a Cyber Knight, you must tend to both your physical health and your mental focus. Your physical health relates to bleeding, broken bones and bullet-wounds while
your mental health relates to sluggish concentration, shocked central nervous system, and blood leaking out your ears. Maintaining both types of health are
critical to staying sharp and effective in the deadly streets. In combat, different weapons cause different types of damage (stun gloves cause only mental damage, while many guns cause
a mix of both physical and mental). Dangerous activities like hacking the Global Matrix may cause mental damage if you run into the wrong type of security.
Staying a at a hotel or safe house is the most reliable way to recover health, giving yourself and your team time to patch up wounds, sleep and recover.
Your key attributes are Body and Mind. Each key attribute has two related attributes. Both Strength and Dexterity are related to Body, while
Intelligence and Perception are related to Mind.
More information will be included in a future release of this help file.
Your skills are divided by the attributes to which they relate.
This skill determines your movement rate. This skill provides a bonus when using the "Dodge" button in combat. This skill increases your chances of success with "Run Away" or other Encounters where you must escape. This skill determines your ability to make melee attacks. This skill determines your ability to defend against melee attacks. This skill determines you ability to avoid negative encounters. This skill gives you a bonus when using "Take Cover" in combat. This skill gives you a bonus when using "Escape" in combat. This skill determines your ability to make ranged attacks. This skill determines how well you will use devices. This skill determines how well you will Control your Matrix Avatar. This skill determines how well you will be able to control your payment for jobs. This skill determines if you will receive a discout at shops. This skill determines if you will be paid well at Pawn shops. This skill reduces your Heat after combat or delivery jobs. This skill determines your success or failure on Threaten Jobs. This skill increases your chances of success with "Seek Shelter" or other Encounters where you must force your will on other citizens. Human limits define the upper maximum of an attribute. Training and aptitude define the upper maximum of a skill. Cyber Knights can have an unaugmented maximum of 9 for any attribute. Cyber Knights can have an unaugmented maximum of 12 for any skill. Each profession provides a single skill that can be raised to a maximum of 16. The Hacker profession recieves a maximum of 16 for the Hacking skill. The Agent profession recieves a maximum of 16 for the Athletics skill. The Gunslinger profession recieves a maximum of 16 for the Firearms skill. The Sniper profession recieves a maximum of 16 for the Stealth skill. The Face profession recieves a maximum of 16 for the Negotiation skill. The Cybersword profession recieves a maximum of 16 for the Brawling skill.
More information will be included in a future release of this help file.
Your combat statistics are determined through a mix of your attributes, skills, gear, and cybernetic implants.
These determine what actions you can take, and how quickly during the heat of combat. Also, combat statistics are key in determine
your success or failure during combat, as they are used to determine if you shot or punch hits its target, or if you are badly wounded by an advesary.
Action Points (AP) determine how quickly you can react, move, and take action within combat. As you gain additional action points, you will be able to
take more and more actions in combat, often over-powering slower opponents simply with speed.
Your action point pool is determined by a number of factors including your attributes, drugs, health, and some of the most
expensive cybernetic implants.
When moving in combat, your maximum move is equal to Athletics. The maximum move is 8. If you move 3 or more tiles, your movement costs you 3 AP. If you move one or two tilesyour movement costs the the number of tiles you moved in AP. If you move 1 tile you spend 1AP.
Your maximum speed may be modified by cybernetic implants or combat drugs.
Your Melee Attack score is calculated by adding Brawling + Weapon Accuracy. Your Target's Melee Defense score is calculated by adding Defense + Armor Dodge + Difficulty (PD). Your Melee Damage is calcuated using Weapon Power. Your Target's Melee Soak Score is calcuated by adding Armor Deflection + Defense. The Soak Score is automatically reduced by your Weapon Penetration. Your Melee Defense score is calculated by adding Brawling + Armor Dodge. Your Attacker's Melee Attack Score is calcuated by adding Attack + Weapon Accuracy + Difficulty (PD). The monster's Melee Damage is calcuated using Weapon Power. Your Melee Soak Score is calcuated by adding Armor Deflection Protection + Body. The Soak Score is automatically reduced by attacker's Weapon Penetration. Hardened Armor cannot be reduced below 1 Soak Score. Your Ranged Attack score is calcualted by adding Firearms + Weapon Accuracy. Your Target's Ranged Defense Score is calcuated by adding Armor Dodge + Defense + Difficulty (PD) + Range Penalty. Your Ranged Damage is calcuated using Weapon Power. Your Target's Ranged Soak Score is calcuated by adding Armor Ballistic Protection + Defense. The Soak Score is automatically reduced by your Weapon Penetration. At short and medium Range, your Defense Score is calcuated by adding Dexterity + Armor Dodge + Attacker's Range Penalty. Short range is 1 or 2 tiles. Medium range is 3 or 4 tiles. At long range your Defense Score is calcuated by adding Stealth + Armor Dodge + Attacker's Range Penalty. Long range is 5 or more tiles. Your Attacker's Ranged Attack Score is calcuated by adding Attack + Weapon Accuracy + Difficulty (PD). The monster's Ranged Damage is calcuated using Weapon Power. Your Ranged Soak Score is calcuated by adding Armor Ballistic Protection + Body. The Soak Score is automatically reduced by attacker's Weapon Penetration. Hardened Armor cannot be reduced below 1 Soak Score. The Ranged Attack score penalty is equal to the difference between the range to target and the optimal range, squared. Therefore, if the optimal range is 4 and the target range is 2 the difference is 2. Therefore in this situation the penalty would be 4 (2*2 = 4) Game difficulty, or "Difficulty (Player Disadvange)" is used to increased the difficulty by increasing target defense and attacker offense vs. the player.
Ballistic Defense is determined by the combat armor your are wearing, and is your ability to withstand or soak up punishment from firearms, such as pistols, shotguns, or rifles. Certain cybernetic implants may increase your Ballistic Defense.
Deflection Defense is determined by the combat armor your are wearing, and is your ability to absorb punishment from melee weapons such as fists, stun batons, knives or clubs. Certain cybernetic implants may increase your Deflection Defense.
Nano-Ready Armor
Armor marked as nano-ready is capable of interfacing with the user's physical state and coordinating the dispersal of nanobiotic agents and drugs. Nano-ready armor could dispense healing when the wearer is injured or stimulants when they are exhausted.
Hardened Armor
Hardened armor has been enhanced with special protected elements that cannot be completely overwhelmed by today's weapons. This armor will always offer some form of protection from any attack, no matter how extreme.
Your team of Cyber Knights gains experience (XP) while navigating the NBZ, dodging the law, completing contracts, hacking the Global Matrix, and fighting for their survival. Experience will guide train your gun hand, sharpen your reflexes, harden your body, sharpen your mind, and hone your skills. Experience is the currency of character advancement.
Spending Experience represents significant advancement in your physical or mental prowess, or in one of your many talents. Such training requires down-time and focus, and therefore you can only spend experience while staying in a hotel or at a safe house.
Figure 9: Hotel Room
Attributes are split into two groups--Physical and Mental. Physical includes the key attribute Body, and the Strength and Dexterity attributes. Mental includes the key attribute Mind, and the Perception and Intellect attributes. You cannot raise the value of any attribute higher than the rating of the attribute's key attribute (Perception cannot be higher than Mind). The cost of raising any attribute (including key attributes) is equivalent to the following equation.
XP Cost = (Sum of Attribute Ratings of other Two Attributes) x 2
For example, if Strength = 3, Body = 5, Dexterity = 5, then raising Strength to 4 costs (5 + 5) x 2 = 20 XP. However, raising your Dexterity to 6 costs (3 + 5) x 2 = 16 XP. Characters who attempt to raise all of their attributes will pay higher experience as opposed to characters who are willing to focus on one or two attributes. Training for sheer strength is easier than trying to train for muscular power and speed and coordinatoin.
The eight skills are organized into categories under the four attributes, Strength, Dexterity, Intelligence and Perception.
The cost of raising a skill is based on its relationship to its attribute. You will find it easier to raise a skill if its rating is less than its attribute. If your physical Strength is high, you will find it easier to raise your Brawling. If your skill in Brawling begins to surpass the strength which supports it, more XP is required to raise it. The following equations determine the cost of raising a skill.
IF (Skill < Attribute) THEN XP Cost = Skill Rating + 1
IF (Skill >= Attribute) THEN XP Cost = (Skill Rating + 1) x 2
IF (Skill >= Attribute x 2) THEN XP Cost = (Skill Rating + 1) x 3
Therefore, if your Brawling = 3 and Strength = 5, then raising Brawling to 4 costs (3 + 1) = 4 XP. Raising Brawling to 7 would cost (7 + 1) x 2 = 15 XP. Raising Brawling to 12 would cost (12 + 1) x 3 = 39 XP. Characters who focus on both attributes and skills in which they are interested in will advance quickest. Investing experience in skills that fall under your weaker attributes will be costly.
Figure 10: Advancing Skills
Adapting and learning is a part of human nature, driven by our natural, mortal state. Your body and mind are in a constant flux: suffering, experiencing, and learning. This flux is our history, our evolution carried with us from before the world was destroyed, before we were civilized, before the first fire was lit. It is a thing of human flesh and blood, in our genes, down to our ever-reproducing cells, our bones which fuse stronger after fractures, and the flashes across the neural network of our brain.
If you choose to enhance your humanity through cybernetic and nano implants, you will pay a terrible cost. While you can increase your physical prowses, resistance, speed, memory, and strength to inhuman levels, you also lose much of your humanity. This loss is described by your Human DV (Delta Value), which increases as your physical form diverges farther from flesh and more into machine.
As your DV increases, you are less and less likely to gain XP. Whenever you have the possibility to gain a point of XP, a 300 sided dice is rolled. If this die rolls higher than your DV, you gain the XP. Otherwise, your humanity does not react and the XP is lost. Therefore, if you have over 300 DV, you will no longer gain XP--you have paid the terrible price for power.
Depending on your game difficultly, experience and death may have a close relationship. Near-death experiences crush your body, shock your system, and may drain you of Experience.
This section contains a compliation of Frequently Asked Questions (FAQ). These questions have been gathered from the following sources:
Heat is the negative attention that your Cyber Knight's life as a soldier-for-hire is certain to acquire. As you move through the NBZ, completing jobs for connectors, chose to avoid or interfere with local criminal activity, clash with BraveStar or other security forces, you draw a lot of attention. Mega-corporations and security forces work hard to keep their areas tightly controlled and monitored, and have built a powerful surveilliance infastructure into the dome over the New Boston Zone. Street gangs and criminal organizations alike try to keep their streets under watch, often tailing or following new people who come through their stretch. Heat is a result of the world in which we live.
Your Heat is directly affected by your Reputation with the faction of the neighborhood your team is currently in. If you are in a area in which you have good Reputation with the faction, your positive Reputation will be removed from your Heat (as long as you stay in the area). In the reverse, negative Repuation is added to your Heat score as long as you stay in the area.
Violence and other criminal activities are sure to increase your Heat. Having high Heat increases the likelihood that Encounters will turn violent. Heat slowly reduces over time, but slowly enough that you are likely to get into more trouble before it has a chance to dissipate. In order to dissiate Heat quickly, avoid security forces, confrontations, combat, and the law. Cyber Knights who are being watched find it best to slink into the city and vagabond between hotels and safe houses until the Heat has passed. Staying in a single hotel over and over again does not reduce your Heat as staying on the move, and losing anyone who is following your trail. A V-Chip is a secure contact card that can be used to reach a Contact via a phone. You must install a V-Chip into your Cyber Knight computer to insure a secure connection, and visit a hotel, bar, or Matrix terminal to use a phone. Contacts are friends, powerful connectors, fixers, taxi drivers, and other denizens of the New Boston Zone who can offer special services, jobs, or are interested in purchasing paydata. Most Contacts stay remote and do not show their faces on the streets to protect their identity, themselves, or their employers. Therefore, you always reach a Contact through a secure connection on the Global Matrix. You can find contacts or their V-Chips throughout the NBZ. There are many citizens, shop-keepers, and fixers on the street who can help you locate a contact, trade a V-Chip for services, or directly sell you a V-Chip for a profit. When navigating the NBZ, you should also keep an eye out for Contacts who have sent someone to give you their V-Chip out of interest in you and your work. Often, these delivery-agents may appear hostile until they are close. Therefore, when faced with an Encounter, bear in mind that you may be being followed, tailed or approached by such a delivery-agent as opposed to a threatening enemy. For example, locate the Laughing Dog in the The Fenns or the Black Water Saloon on Commonwealth to meet find some Contacts. Contacts will purchase different types of paydata, and you must call them through the Global Matrix using their V-Chip to make them and offer to sell paydata. Paydata is any type of valuable data about a specific faction or organization, including reports, identification cards, historical records, payment information, census data, manufacturing diagrams and files, personal correspondence, or the like. Each contact is only interested in specific types of data. For example, an internal affairs for BraveStar is only interested in purchasing paydata relating to the BraveStar faction. It can be challenge to locate a consistent buyer for paydata, as many of the buyers can only purchase so much data at a time. The Global Matrix has recently come online, brining with it a new era of mega-corporate competition. The Global Matrix is a network of hosts with the NBZ, owned by different corporations and connected to the major hubs and exchanges through the NBZ infastructure. If you have a Dataport implant, you can connect to the Global Matrix and attempt to hack into these hosts, or navigate the Global Matrix pipes. The Global Matrix is a game system under heavy work during the Cyber Knights BETA. At this time, you should use the Global Matrix as a way to locate and download paydata. Paydata from a Global Matrix host always belongs to the owner of the host. Cyber Knights RPG Elite is already available. Elite is still in BETA, and being updated almost daily, but if you would like to support the Trese Brothers Software team, we encourage you to purchase it at a discount price of $1.99! If you find a bug, have a new feature, or are having difficulty playing Cyber Knights, the best place to go for help is the user forum. A strong community has grown around Cyber Knights and there are many players interested in answer questions or helping a new player acclimate to the game. Also, the Trese Brothers Software team members are on the forum often, helping to respond to questions, gather RFEs, help with bug reports and engage with you, our community. Please join us at the Cyber Knights Forum .
Welcome,
Cyber Knight
How to
Play
How
to Use the Touch Interfaces
Tactical
Touch Map
A: Portrait /
Status Page
B: Team Details
C: Mini-Map / City
Map
D: Zoom Slider
E: Faction Owner
Flag
F: Equipment Menu
Button
G: Computer Menu
Button
H: Go! Blue Arrow
I: Location and
Time
J: Health / Mental
Condition Bars
Combat
Touch Map
B: Team Details
K: Attack
L: Move
M: Item
N: Escape
Team
Status Pages
Stats
– Status, Attributes, Team
Gear
– Equipped, Carried, Implants
Computer
– Home, Jobs, PDA
Factions
– Politics, Conflicts, Rumors
City Map
Connector Offering Jobs
Doctor's Services
A Pawn Shop
Weapons for Sale
Gear for Sale
Terminal - Access the Matrix
Armor for Sale
Offering Back Room
Known Citizen Resides Here
Your Character and Team Members
Attributes, Skills and Statistics
Physical and Mental Health
The New Boston Zone is filled with medical clinics of varying reputation and cleanliness, from street-docs to corporate sponsored hospitals. By visiting such a clinic and paying for medical treatment, you can increase your physical health, often above normal levels.
You can augment your mental health by taking a different types of drugs, from the street or other manufacturers.
Attributes
Skills
Athletics
Brawling
Stealth
Firearms
Electronics
Hacking
Negotiate
Intimidate
Maximums
Combat Statistics
Melee Combat Attacks
Melee Combat Defense
Ranged Combat Attack
Ranged Combat Defense
Range Penalties
Difficulty
Defense and Armor
Experience: Character Advancement
Spending Experience
Human DV: Blocking Experience
Experience and Death
FAQ
What is Heat?
How do I get rid of Heat?
How do I find Contacts and V-Chips?
How do I sell paydata?
What should I do on the Global Matrix?
When will Cyber Knights RPG Elite be available?
How to Report an Issue or Suggest a Feature